Unchained Ninja


Homebrew and House Rules


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So with the release of Pathfinder Unchained I have come to love the new additions to the Unchained Rogue, namely the finesse training, skill unlocks, and the tweaks to Minor/Major Magic talents. The more I look at it the more I notice that now the Unchained Rogue has pretty much overshadowed the Ninja, which was originally supposed to be equal in balance and ability to the rogue (though many would argue it was better, I see them as equal). So I have taken the liberty of devising my own version of a Unchained Ninja, to better balance it with the Unchained Rogue because I am a huge fan of the Ninja class and would hate to see it get stuffed underneath the bed and forgotten about.

Let me know what you think, and anybody is welcome to use this in their games, just okay it with your GM first.

Unchained Ninja wrote:


Note The unchained ninja is an alternate class for the unchained rogue class.
Alignment Any
Hit Die d8
Starting Wealth 4d6 x 10gp (average 140gp.) In addition, each character begins play with an outfit worth 10gp or less.
Class Skills The ninja’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level 8 + Int modifier
Weapon and Armor Proficiency
Ninja are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.

Poison Use
At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.
Ninja Training (Ex)
At 1st level, a ninja gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she selects any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers); she may also choose from the following: katana, kusarigama, or shuriken. Once this choice is made, it cannot be changed. Whenever she makes a successful attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the ninja from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The ninja can select a second weapon at 11th level and a third at 19th level.
Sneak Attack
If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The ninja’s attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.
Ki Pool (Su)
At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).
By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

Ninja Tricks:

As a ninja continues her training, she learns a number of tricks that allow her to confuse her foes and grant her supernatural abilities. Starting at 2nd level, a ninja gains one ninja trick. She gains one additional ninja trick for every 2 levels attained after 2nd. Unless otherwise noted, a ninja cannot select an individual ninja trick more than once.
Tricks marked with an asterisk (*) add effects to a ninja’s sneak attack. Only one of these tricks can be applied to an individual attack and the decision must be made before the attack is made.

Acrobatic Master (Su): As a swift action, a ninja with this trick can spend 1 ki point to roll twice on her next Acrobatics skill check and take the higher result. She must make this check before the end of the round.
Bleeding Attack* (Ex): A ninja with this trick can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the ninja’s sneak attack. Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any DR the creature might possess.
Blood Debt (Su): A ninja with this ability gains In Harm's Way as a bonus feat, even if she doesn't meet the prerequisites. When the ninja intercepts an attack using this feat, she can spend 1 ki point to impose a blood debt on the aided ally. The ninja's ki pool is reduced by 1 until she ends this effect, which she may do as an immediate action. If the ninja ends the blood debt in response to a successful attack against her by a creature the indebted ally threatens, the ally (who must be willing) takes full damage from that attack and any associated effects instead of the ninja. Source Champions of Balance
Choking Bomb (Ex): Whenever a ninja throws a smoke bomb, all living creatures in the resulting cloud must make a Fortitude save or become staggered by the choking black smoke for 1d4 rounds. The DC of this saving throw is equal to 10 + 1/2 the ninja’s level + the ninja’s Charisma modifier. The ninja can decide to create an ordinary smoke bomb or add poison to this smoke bomb as normal. The ninja must have the poison bomb ninja trick before selecting this trick.
Combat Trick: A ninja who selects this trick gains a bonus combat feat.
Darkvision (Su): This trick allows the ninja to use her ki to enhance her sight, granting darkvision out to a range of 60 feet. Using this trick is a standard action that costs 1 ki point. The enhanced senses last for 10 minutes per level.
Deadly Range (Ex): A ninja with this ninja trick increases the range at which she can deal sneak attack damage to 60 feet.
Deflect Arrows: A ninja who selects this ninja trick gains the Deflect Arrows feat as a bonus feat. The ninja must have the Improved Unarmed Strike combat feat before taking this trick.
Fast Stealth (Ex): A ninja with this trick can move at full speed using the Stealth skill without penalty.
Feather Fall (Su): As an immediate action, the ninja can slow her descent as if using feather fall. This ability uses her ninja level as the caster level. Each use of this ability uses up 1 ki point.
Flurry of Stars (Ex): A ninja with this ability can expend 1 ki point from her ki pool as a swift action before she makes a full-attack attack with shuriken. During that attack, she can throw two additional shuriken at her highest attack bonus, but all of her shuriken attacks are made at a –2 penalty, including the two extra attacks.
Forgotten Trick (Ex): A ninja with this ability can recall one trick taught to her by her ancient masters. When she uses this ability, she selects one ninja trick (not a master trick or rogue talent) that she does not know and can use that ninja trick for a number of rounds equal to her level. She must pay any ki costs associated with the trick as normal. Using this ability expends 2 ki point from her ki pool, plus the ki cost of the trick she chooses.
Hidden Weapons (Ex): A ninja with this ability can easily conceal weapons on her body. The ninja adds her level on opposed Sleight of Hand checks made to conceal a weapon. In addition, she can draw hidden weapons as a move action, instead of as a standard action.
High Jumper (Ex): When a ninja with this trick makes a high jump, the DC for that jump is half the normal DC. The ninja must have the acrobatic master trick before taking this talent.
Kamikaze (Su) A ninja with this ability strikes without concern for her own well-being. The ninja can spend 1 point from her ki pool to give her unarmed strikes and any weapons she wields the vicious weapon special ability for 1 round per level. The ninja can spend 1 ki point to dismiss this effect. Source Champions of Balance
Kata Strike (Su): A ninja with this trick can spend 1 ki point as a swift action to make a ki strike (see Unchained Monk’s Ki Pool) as a monk of a level equal to her ninja level on her next melee attack. She may use this trick in between attacks during a full attack.
Ki Block* (Su): A ninja with this trick can prevent a creature from using its ki pool. Whenever the ninja deals sneak attack damage, the target must make a Will save or be unable to spend any points from its ki pool for a number of rounds equal to the ninja’s Charisma modifier. The DC of this save is 10 + 1/2 the ninja’s level + the ninja’s Charisma modifier. The number of points in the target’s ki pool is unaffected, and abilities that do not require the subject to spend ki still function.
Ki Charge (Su): A ninja with this trick can invest a portion of her ki into a single thrown weapon, such as a shuriken, and throw it as a standard action. The thrown weapon explodes on impact in a 5-foot burst, dealing 1d6 points of fire damage plus 1d6 points of fire damage for every four levels of the ninja above 2nd, to a maximum 4d6 at 18th level. Creatures caught in the blast receive a Reflex save to halve the damage. The DC of this save is 10 + 1/2 the ninja’s level + the ninja’s Charisma modifier. If the thrown weapon hits a creature, that creature takes a –2 penalty on the saving throw. If the thrown weapon misses, treat it as a thrown splash weapon. Using this ability expends 1 ki point from her ki pool.
Poison Bomb (Ex): Whenever the ninja throws a smoke bomb, she can decide to include 1 dose of any inhaled poison she possesses. This poison affects all creatures in the smoke and lasts as long as the smoke lasts. She must pay for the poison normally. The ninja must have the smoke bomb ninja trick before selecting this trick.
Pressure Points* (Su): A ninja with this trick can strike at an opponent’s vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of Strength or Dexterity damage, decided by the ninja. Unlike normal ability damage, this damage can be healed by a DC 15 Heal check. Each successful check heals 1 point of damage caused by this trick. A ninja with this trick receives a +10 insight bonus on this Heal check.
Redirect Force (Ex) If the ninja has a feat that allows her to attempt a combat maneuver without provoking attacks of opportunity, she can choose to provoke them anyway when she performs that maneuver. If she does so and takes damage from the attack of opportunity, the ninja adds the damage as a bonus on her attack roll instead of as a penalty. Source Champions of Balance
Shadow Clone (Su): The ninja can create 1d4 shadowy duplicates of herself that conceal her true location. This ability functions as mirror image, using the ninja’s level as her caster level. Using this ability is a standard action that uses up 1 ki point.
Slow Metabolism (Ex): The ninja has a slower-than-normal metabolism. She can hold her breath for twice as long as normal before needing to make Constitution checks (four times her Constitution score). In addition, whenever the ninja is poisoned, the time between saving throws (the poison’s frequency) is doubled. Thus, a poison that has a frequency of “1/round for 6 rounds” would instead be “1/2 rounds for 12 rounds.”
Slow Reactions* (Ex): Opponents that are damaged by the ninja’s sneak attack can’t make attacks of opportunity for 1 round.
Smoke Bomb (Ex): This ability allows a ninja to throw a smoke bomb that creates a cloud of smoke with a 15-foot radius. This acts like the smoke from a smokestick. The ninja can center this smoke on herself, or throw the bomb as a ranged touch attack with a range of 20 feet. Using this ability is a standard action. Each use of this ability uses up 1 ki point.
Snatch Arrows: A ninja who selects this ninja trick gains the Snatch Arrows feat as a bonus feat. The ninja must have the Improved Unarmed Strike feat and the Deflect Arrows feat before taking this trick.
Style Master: A ninja who selects this ninja trick gains a style feat that she qualifies for as a bonus feat.
Sudden Disguise (Su): As a swift action, a ninja can change her appearance for 1 minute per level. This ability functions as disguise self. Each use of this ability uses up 1 ki point.
Taijutsu Training (Ex): A ninja who selects this ninja trick gains Improved Unarmed Strike as a bonus feat.
Unchained Rogue Talent: The ninja can select an unchained rogue talent in place of a ninja trick. The ninja cannot select an unchained rogue talent that has the same name as a ninja trick, nor can she select an unchained rogue talent that alters an ability that she does not possess. The ninja can select this trick multiple times.
Undetected Sabotage (Ex): Whenever a ninja with this trick uses Disable Device to sabotage or disable a device, she can make a Stealth check with a bonus equal to her level. Anyone who inspects the device does not notice the sabotage and assumes the object works unless he beats the ninja’s check with an opposed Perception skill check.
Vanishing Trick (Su): As a swift action, the ninja can cast vanish as per the spell. Using this ability uses up 1 ki point.
Ventriloquism (Su): As a swift action, the ninja can throw her voice as if using the spell ventriloquism. She can use this ability for 1 minute per ninja level. Each use of this ability uses up 1 ki point.
Wall Climber (Su): A ninja with this ability gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces.
Weapon Training: A ninja who selects this ninja trick gains Weapon Focus as a bonus feat.


No Trace (Ex)
At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.
Master of Shadows (Ex)
At 4th level, the ninja becomes adept at concealing herself within the shadows. She gains a +5 competence bonus to Stealth checks when in an area of dim light. This bonus increases to +10 when she is in an area of darkness. She does not gain these bonuses against creatures with darkvision or the ability to see in darkness. Furthermore, she can use the Stealth skill even while being observed. As long as 1 point remains in her ki pool, if she is within 10 feet of some sort of shadow, a ninja can hide herself from view in the open without having anything to actually hide behind. She cannot, however, hide in her own shadow.
Shadow Strike (Ex)
At 4th level, the ninja gains Shadow Strike as a bonus feat. Additionally, whenever the ninja deals sneak attack damage while in an area of dim light or darkness, she may add one penalty from the Unchained Rogue's Debilitating Injury class ability to her attack. The effects of this ability last for 1 round. These penalties do not stack with themselves, but additional attacks that fit the previously mentioned criteria extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Uncanny Dodge (Ex)
Starting at 4th level, a ninja can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A ninja with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a ninja already possesses uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Kawarimi (Su)
Starting at 5th level, once per day when a successful attack is made against the ninja, as an immediate action she can spend 1 ki point to attempt a Stealth check opposed by the attacker's Perception check. The ninja can attempt this check while being observed as long as she has cover or concealment (or an ability that allows her to attempt stealth checks without cover or concealment). If she's successful, the opponent's attack hits an inanimate object that the attacker mistook for the ninja, and the ninja may move into an adjacent square and is hidden from the attacker. She may use this ability an additional time per day at 10th and every 5 levels thereafter (to a maximum of 4 times per day at 20th).
Light Steps (Ex)
At 6th level, a ninja learns to move while barely touching the surface underneath her. As a full-round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger.
Improved Uncanny Dodge (Ex)
At 8th level, a ninja can no longer be flanked. This defense denies another ninja (or rogue) the ability to sneak attack the ninja by flanking her, unless the attacker has at least four more ninja (or rogue) levels than the target does.
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum ninja (or rogue) level required to flank the character.
Master Tricks:

At 10th level, and every two levels thereafter, a ninja can select one of the following master tricks in place of a ninja trick.

Advanced Talents: The ninja can select an unchained rogue talent from the list of Advanced Talents in place of a ninja trick. The ninja cannot select a rogue talent that has the same name as a ninja trick, nor can she select an unchained rogue talent that alters an ability that she does not possess. The ninja cannot select improved evasion unless she has evasion (either as a class feature or as a ninja master trick).
Assassinate (Ex): A ninja with this master trick can kill foes that are unable to defend themselves. To attempt to assassinate a target, the ninja must first study her target for 1 round as a standard action. On the following round, if the ninja makes a sneak attack against the target and the target is denied its Dexterity bonus to AC, the sneak attack has the additional effect of possibly killing the target. This attempt automatically fails if the target recognizes the ninja as an enemy. If the sneak attack is successful and the target of this attack fails a Fortitude save, it dies. The DC of this save is equal to 10 + 1/2 the ninja’s level + the ninja’s Charisma modifier. If the save is successful, the target still takes the sneak attack damage as normal, but it is immune to that ninja’s assassinate ability for 1 day.
Blinding Bomb (Ex): Whenever the ninja throws a smoke bomb, all living creatures in the cloud must make a Fortitude save or be blinded by the black smoke for 1d4 rounds. The DC of this saving throw is equal to 10 + 1/2 the ninja’s level + the ninja’s Charisma modifier. This trick cannot be combined with a choking bomb, but the ninja can combine a blinding bomb with a poison bomb. The ninja must have the choking bomb ninja trick before selecting this trick.
Clone Jutsu (Su): A ninja with this trick can create a clone of herself. This ability functions as Simulacrum, except that she can only create a duplicate of herself and the duplicate only lasts a number a rounds equal to 4 + her Charisma modifier. She may only have one clone active at a time; if she creates a new clone, the previous one melts away. Her caster level is equal to her ninja level for this ability. Each use of this ability costs 2 ki points.
Cloudvision (Su): A ninja with this trick can spend a swift action to focus her ki to enhance her vision, allowing her sight to pierce through thick fogs and smokescreens. Each use of this ability costs 1 ki point. This enhancement lasts 1 minute per level. The ninja must have the darkvision ninja trick before selecting this ninja trick.
Deadly Shuriken (Ex): As a full-round action, a ninja with this master trick can take careful aim and pool all of her attack potential into a single, deadly shuriken throw. When she does this, she throws a single shuriken at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the attack hits. For each additional successful attack roll beyond the first, the ninja increases the damage by 1d6. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this advanced talent. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0).
Evasion (Ex): A ninja can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the ninja is wearing light armor or no armor. A helpless ninja does not gain the benefit of evasion.
Feat: A ninja may gain any feat that she qualifies for in place of a ninja trick.
Ghost Step (Su): As a swift action, a ninja with this trick can pass through walls as if she were a ghost. Until the end of her turn, she can pass through a wall or other surface that is up to 5 feet thick per level as if she were incorporeal. She must exit the solid material by the end of her turn. Each use of this ability uses up 1 ki point.
Transformation Jutsu (Su) As a swift action, a ninja with this trick can change her appearance for 1 minute per level. This ability functions as Polymorph except that she can only target herself, but she can change into specific individuals if she is familiar with them (see Disguised). Creatures that are familiar with the individual receive a Will saving throw to see through the illusion. The DC of this saving throw is 10 + 1/2 the ninja’s level + the ninja’s Charisma modifier. This illusion also changes the ninja’s speech, if she has heard the individual talk and can speak his language. Each use of this ability costs 2 ki points. The ninja must have the sudden disguise ninja trick before selecting this trick.
Invisible Blade (Su): Whenever a ninja uses the vanishing trick ninja trick, she is treated as if she were under the effects of greater invisibility. The ninja must have the vanishing trick ninja trick before selecting this ninja trick.
See the Unseen (Su): A ninja with this trick learns how to see that which cannot be seen. As a swift action, the ninja can cast see invisibility, using her level as the caster level. Each use of this ability uses up 1 ki point.
Shadow Split (Su): This trick allows the ninja to create an illusory double of herself that moves away from her, allowing the ninja to create a distraction. When she uses this ability, an illusory double appears and moves away from the ninja, heading in one direction. The double climbs walls, jumps pits, or simply passes through obstacles, moving at twice the ninja’s speed in the direction indicated by the ninja when the ability is used. Its course cannot be changed. The double persists for 1 round per level of the ninja. Those who interact with the double receive a Will saving throw to recognize that it is fake. The DC of this save is 10 + 1/2 the ninja’s level + the ninja’s Charisma modifier. Each use of this ability uses up 1 ki point. The ninja must possess the shadow clone ninja trick before selecting this trick.
Taijutsu Mastery: A ninja who selects this trick deals damage with her unarmed strikes as if she were a monk of her ninja level –4. If the ninja has levels in monk, this ability stacks with monk levels to determine how much damage she can do with her unarmed strikes. A ninja must have the Improved Unarmed Strike feat before taking this trick.
Unbound Steps (Su): This trick allows a ninja to use her ki to walk through the air. Whenever the ninja uses the light steps class feature, she can walk on air, rising or descending as she desires. She must end her move on a solid surface. Each use of this ability uses up 1 ki point.


Hidden Master (Su)
At 20th level, a ninja becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal her. She uses her ninja level as her caster level for this ability. Using this ability consumes 3 ki points from her ki pool. In addition, whenever the ninja deals sneak attack damage, she can sacrifice additional damage dice to apply a penalty to one ability score of the target equal to the number of dice sacrificed for 1 minute. This penalty does not stack with itself and cannot reduce an ability score below 1.


Moving Kawarimi to baseline doesn't seem excessive.

I like that Sneak attack was not changed at baseline but that the upgrade was rolled into the new Master of Shadows class feature, along with debilitating strike and the entire thing made terrain dependent.

It looks like the class is getting pretty heavily loaded at level 4 though with some powerful abilities. 4 gets Master of Shadows, Uncanny Dodge, Shadow Strike AND a trick.

I'd consider bumping Shadow Strike back to the otherwise rather boring 7 and Master of Shadows to 11.


The reason I chose 4th was because that's when the Unchained Rogue got debilitating strike, which is a pretty powerful ability in itself, so to balance it out and at the same time making it more thematically appropriate for a ninja I limited debilitating strike to only work when in dim light or darkness, so that I could also give it the other effects to help the ninja as a whole.

So essentially I feel the Rogue's Debilitating Injury class feature is equivalent in power to both the Master of Shadows and Shadow Strike class feature presented here.

I could maybe combine the two into 1 ability, but I felt that would be a bit too wordy, and one of them is Supernatural, while the other is Extraordinary.
*Correction: Master of Shadows should be (Su), given that it is Ki-based.


I really like these changes, especially since it isn't just a copy paste into the ninja. You could always just have the bonus feat be (Ex) since its a feat and word the flavor of Master of Shadows so it sounds more like they are just able to target better/the target is less aware so it becomes a (Ex) ability as well, for example:

"Master of Shadows: The ninja can us darkness to keep her opponents continually unaware of her presence. While within dim lighting or darkness, the ninja can use the stealth skill while being observed and can make sneak attacks even if the target benefits from concealment. When making a sneak attack in this manner, the ninja can add one of the rogue's Debilitating Injury class ability to her attack. The effects of this ability last for 1 round. These penalties do not stack with themselves, but additional attacks that fit the previously mentioned criteria extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty. Furthermore the ninja can make stealth checks while observed as long as she is within 10ft of some sort of shadow."

Personally I don't like the 10ft radius of a shadow thing since you just start hiding in their shadow, which is really stupid both as a mechanic and as a flavor point imo; however, I left it in for the example.


I based the Master of Shadows ability off of the Hide in Plain Sights from both the Assassin and Shadowdancer prestige classes, which were both supernatural. I pictured it as more conforming the shadows around you to better conceal yourself rather than just hiding in them, hence why I made so that it requires at least 1 ki point remaining.

I also like to think of it like the Shadow Hand from Jackie Chan Adventures. That's why I made it a supernatural ability


I agree with the SU over EX. Rogue is inherently nonmagical, though it can pick up pseudo-magical abilities. Ninja is inherently pseudo-magical. Think of Ninja to Rogue as Unchained Monk to Brawler.


BigP4nda wrote:

I based the Master of Shadows ability off of the Hide in Plain Sights from both the Assassin and Shadowdancer prestige classes, which were both supernatural. I pictured it as more conforming the shadows around you to better conceal yourself rather than just hiding in them, hence why I made so that it requires at least 1 ki point remaining.

I also like to think of it like the Shadow Hand from Jackie Chan Adventures. That's why I made it a supernatural ability

Oh I understand that, I just don't like the 10ft thing, I could understand within 10ft of dim-lighting, like through a doorway or something, but 10ft to any kind of shadow seems horribly worded to anything that makes mechanical sense.


So something like this:

Master of Shadows (Ex) wrote:


At 4th level, the ninja becomes adept at concealing herself within the shadows. She gains a +5 competence bonus to Stealth checks when in an area of dim light. This bonus increases to +10 when she is in an area of darkness. She does not gain these bonuses against creatures with darkvision or the ability to see in darkness. Furthermore, she can use the Stealth skill even while being observed. As long as 1 point remains in her ki pool, if she is in an area of dim light or lower light level, a ninja can hide herself from view in the open without having anything to actually hide behind.

Does that make more sense?


That actually sounds great, basically a free Shadow armor ability when in poor lighting. Although the last two sentences are redundant, to shorten it, you could delete the last and rewrite the second so it reads "Furthermore, when she has 1 or more points in her ki pool, she can hide in shadows while being observed." since "without having anything to actually hide behind" is what "while being observed" means.


I've made a few changes based on the advice given here and a few ideas I had in mind to improve the balance and make it a bit more thematically appropriate.

here is a link to the file.


One thing that I missed, somehow... Stealth only requires that you have concealment or cover from your opponent.

Dim light gives you 20% concealment, Darkness is total concealment (50%) so the whole "hide in plain sight" while in darkness was completely redundant and useless, so I made some improvements on that part.


BigP4nda wrote:

One thing that I missed, somehow... Stealth only requires that you have concealment or cover from your opponent.

Dim light gives you 20% concealment, Darkness is total concealment (50%) so the whole "hide in plain sight" while in darkness was completely redundant and useless, so I made some improvements on that part.

Not necessarily, if it's within a considerable shadow (like of door) they are in a shadow but not dim light so they can still benefit from the shadow master ability.

Scarab Sages

BigP4nda wrote:

So with the release of Pathfinder Unchained I have come to love the new additions to the Unchained Rogue, namely the finesse training, skill unlocks, and the tweaks to Minor/Major Magic talents. The more I look at it the more I notice that now the Unchained Rogue has pretty much overshadowed the Ninja, which was originally supposed to be equal in balance and ability to the rogue (though many would argue it was better, I see them as equal). So I have taken the liberty of devising my own version of a Unchained Ninja, to better balance it with the Unchained Rogue because I am a huge fan of the Ninja class and would hate to see it get stuffed underneath the bed and forgotten about.

Not sure I agree with the premise. The ninja wasn't balanced to the core rogue, it was a strict upgrade that has all the tools it needs to do the things the rogue couldn't, like having good non-AC defenses and reliably delivering sneak attack damage.

It seems like you just created a new version of the Ninja that is once more substantially better than (the new version of) the Rogue.


Quit complaining, its still barely able to breach tier 5, if at all.

Scarab Sages

AwesomenessDog wrote:
Quit complaining, its still barely able to breach tier 5, if at all.

I would definitely disagree with that, particularly as regards the Ninja.

The OP asked for thoughts and input, and mine would be that a flawed premise leads to a class that's substantially stronger than the class it's supposedly "catching up to".

Ninja is a pretty solid Tier 4 to Tier 3 class, and does well within that grouping.


I still say you can't complain about a buffing of a class that isn't top tier unless you are also suggesting a nerf to the top tier. At the same time an optimized ninja still isn't near as powerful as an unoptomized wizard.

On the other hand, I also wouldn't say ninja is able to do that much better than rogue, the class overall still functions like rogue save the fact that it appears to be more of a mobile class twf to victory. It might just be that poisons being ridiculously expensive is a turn off to the class for me but it doesn't seem like half of its features work at all until late game, especially with that ridiculous jump in power capstone.

Scarab Sages

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AwesomenessDog wrote:

I still say you can't complain about a buffing of a class that isn't top tier unless you are also suggesting a nerf to the top tier. At the same time an optimized ninja still isn't near as powerful as an unoptomized wizard.

Unoptimized wizard is probably the worst thing in the game you could play. Have you ever seen a wizard played by someone who doesn't know what they're doing? It's terrible.

Also, the "if it isn't Tier 1, it can't be broken" attitude is just ignorance, and something that actually hurts good design when people are foolish enough to start believing it. Tier is simply 1 measurement in a multidimensional gauge of character strength and aptitude. Performance proficiency at your various strengths within Tier (the Y axis to Tier's X), is just as important. The Ninja's skill facility and CHA fueled ki pool were already very capable of putting him in Tier 3, and his damage was already much better than the core Rogue's thanks to his access to superior weapons and options for denying foes their Dex. The UnC Rogue's debuff options are as much about helping the Rogue more consistently deal damage as they are about expanding his combat capabilities, getting him more in line with classes like the Ninja.

Quote:


On the other hand, I also wouldn't say ninja is able to do that much better than rogue, the class overall still functions like rogue save the fact that it appears to be more of a mobile class twf to victory. It might just be that poisons being ridiculously expensive is a turn off to the class for me but it doesn't seem like half of its features work at all until late game, especially with that ridiculous jump in power capstone.

Vanishing trick is almost guaranteed sneak attack delivery at low levels, and midgame it turns into potent greater invisibility which allows you to drop SA damage even more consistently. Weapons like the kusarigama give the Ninja more reach and utility. Poison Use really isn't that expensive, no moreso than using a firearm, particularly if you're crafting your own. A Ninja utilizing the resources he has is leaps and bounds beyond the Rogue, before applying any additional buffs from Unchained.


Unoptomized doesn't mean someone who doesn't know what they are doing, just someone who isn't pushing the definition of min/max. So an "average" wizard would still trump a ninja any day. The issue isn't broken, nothing here added is broken and nothing is actually broken about casters, its just poorly balanced; the issue is the significant difference in capabilities for more than half the levels compared side by side. (Buff and nerf apparently mean a different thing where you hail from since it means a power adjustment, not a patch for an exploitable feature.)

Vanishing trick nets the ninja a D6 a round against a single target, a wizard can disable the entire encounter with color spray; mid level wizards are spell slinging already and many monsters have measures to prevent invisibility from harming them (invisibility purge and fly come to mind). If ninja tried to pass itself off without weapons akin to its real life setting, people would be angry; furthermore real life eastern weapons, while usually of inferior production quality, were much more varied in use based on its design so Kusarigama doesn't count for a buff to the class, especially when the rogue can just take a feat for it. Poisons cost little by mid game and are easily passable and require multiple doses to have a solid chance of landing a failed save (and most are cured after 1 save) or they are ridiculously expensive to be using on a frequent basis to make the poison abilities that worth it so in my eyes poison will only be a more than decent option for villains/NPCs.

I agree that ninja is overall better than rogue. At the same time, my only gripe about UC rogue is that it practically requires certain talents and skill unlocks be taken, but that's why having the two together actually provides something that isn't gimmicky or situational. Its not like the class is broken or the new Arcanist, so its not like bringing the class closer to the average strength is a bad thing in any way.

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